It works perfectly so far. It doesn't matter if it catches any already active zombies in the detection radius since it doesn't affect their behavior.

This was the most cut-and-paste zombies and triggers with the least amount of tweaking per-instance that I could figure out.

The point was to have a "mopping up" phase of missions where you have to go into buildings where you hear zombies that won't come out on their own. They stay in the structures until you enter the trigger and then they become active.

I'd love it if it could be set up that, when the trigger is activated, the zombies only become active if they detect you. That way they stay in the structure until you activate the trigger, but they only get MOVE enabled if they see or hear you after that point. The tough part there is that, as a group, they would all be aware of you... I'm not sure if "detected by" can be limited to a specific unit that detected you? Or does it always affect that unit's entire side?

It might be nicer to have the zombies have a specific string in their variable, like bZed, and have the init.sqf apply the disableAI command to any unit with that string. That way they don't have to be grouped. I know that can be done with the "find" command... I'll see if I can figure that out.

Share on other sites

I would like to place a zombie in a building and have it not be active until triggered. (or spawn it when triggered).

I have tried everything I can think of for making it inactive (disabling simulation, movement, hold waypoint, garrisoning, etc) but apparently everything I do is overridden at mission start and the zombie immediately wanders out of the building.

I'm guessing I could simply spawn one with a player present trigger, but not sure how to do that. What would the on activation code look like? Also, if I do it that way will it have the proper behavior even though it was spawned after mission init?

Thanks!

The good news is: it is possible. I managed to do something like this (not tested on dedi).

The bad news is: That was a few months ago, just before I left A3 (frustrated & angry), so I can‘t tell you exactly what to do.

What I remember is, that I added an EH to the Zombie Base Class. Every zombie spawned by Ravage (not manually placed by me) had a small chance of triggering a script:

- check position around Zed for nearest building

- if building present check for number of positions in buildings

- teleport Zed to random position in building

- deactivate Wandering Zombie behaviour for this zed

I do not have the command for the last point available, but I remember that it wasn‘t too complicated. Maybe @haleks can help here?

I am on the move to a new adress, so it may take a week or two before I am able to look into my notes.

Whiteface / Oliver

edit: ah, that‘s the problem with posting from work. Didn‘t see your new post while typing my message.

Zombies will pour out of their buildings as soon as they spot any target. 😉

The code works as expected, but I would like to tweak it if possible.

As it is, the units in ZedGroup maintain position until they have a target, but that can be gunfire from bandits, players, etc. Is there a way to set it up so that they only respond to direct sight of a player?

The idea being that the condition of every zombie is not identical and predictable. Maybe some have crap hearing compared to others, or have something more wrong with them and require near-direct contact to get a response from, etc.

Is there a way to test for a playable unit being the target and keying off of that?

Thank you again for the help!

EDIT: This may have been suggested before, but... could the run speed and walk speeds be randomized so that each type of zombie (runner or walker) has a slightly randomized max movement speed? That would keep them from getting clumped up in groups and lines as they pursue targets.

Zombies will pour out of their building as soon as they spot any target. 😉

Can I add the additional condition of the MP player being within a minimum distance? That way a gunshot down the street won't trigger the enableAI "Move" line.

I'd need to add something like {_x distance playableUnit <25} so that the MP player would have to be within 25m AND become a target. Not sure how to do that.

Edit: {_this distance _zTarget <50} would probably be simpler. I just don't know how to add it properly... I'm trying various synaxes...

Edit 2: I give up for now as the trial and error starts becoming a waste of time. This is what I have and it seems like it should work, but I get an error saying it's missing a ; on the line testing for distance. I've not done any scripting since early 2017 so I don't remember enough to understand where the problem is.

The above will wake up zombies only if they have a target, and if a player is closer than 30 meters to said zombie. Player is not necessarily the target though - if that is what you want, you would go this way :

Share this post

Link to post

Share on other sites

Hey there! Could somebody explain to me how i can distinguish between the Zombies and Renegades on a code basis? both are on the civilian side, so i cant do anything with that. Are they of a different group?

i am trying to create different "killed" eventhandlers for zombies and renegades...

I tried adding it to fn_addWeapon.sqf in ravage.pbo but I get intermittent results, and always some kind of error when the first bandits spawn. Sometimes the bandits have multiple magazines as per my code, but most of the time they have the single reload that they have by default.

EDIT: I just tried adding it to spawn_bandits.sqf as well but with no luck.

I would like this to apply to both faction AI groups, and to individual renegades.

I think that my idea is sound, but I am not implementing it correctly. Suggestions?

Share this post

Link to post

Share on other sites

Someone please help me. I asked for Halek's help a few months ago seeing as he started the thread for this issue:

"Hey haleks, big fan of Ravage as I use it in about all the scenarios I make and cleverly implemented most elements into my favourite Escape missions. Quick question. I used to be able to get RHS and CUP equipment to spawn just fine in any Ravage-related mission just fine about a 8 months ago. Has something changed in the loot tables since then? Is it true that the zeds will no longer spawn with loot? Do I need designate which items will spawn in the loot table module? Does Ravage contain RHS, Warfare Thai mod, Frifth's Ruin, CUP Weapons, ect items in the mod itself, or must those be enabled to pull from (I've been unsuccessful in this measure.) the loot pool. Any info you could share with me would be entirely helpful."

I see multiple people sharing advice for other technical problems with different projects, so I don't know who to address. I saw one person say they adjusted an Force Adduniform parameter or so with positive results, but not sure if I can use this same thing to fixmy issue. Please hhelp me with this, my last post was several months ago.

Share on other sites

I used to be able to get RHS and CUP equipment to spawn just fine in any Ravage-related mission just fine about a 8 months ago. Has something changed in the loot tables since then?

Not much if anything has changed regarding loot tables, if it's been a few months since you used your mission it's probably worth taking a fresh look at how your Gear Pool module is set-up, but generally speaking CUP/RHS equipment should definitely spawn if enabled in the Gear Pool module.